Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 9 / 93% |
| Size | small |
| Lifes / Deaths | Killed by Aduressra the sandworm at level 9 on the 10th Mirth 122nd year of Ascendancy at 08:25 / 1 |
Primary Stats
| Strength | 11 (base 13) |
| Dexterity | 33 (base 28) |
| Constitution | 14 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 28 (base 24) |
Resources
| Life | -43/215 |
| Healing Factor | 0.86 |
| Regeneration | 1.935 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 31 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 31 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | -0.43375673469282 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 7 |
| Physical Save | 15 |
| Spell Save | 8 |
| Mental Save | 14 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| beneficial effect | Bullets shot are overheated: When striking their target, they set it on fire for 36 fire damage over 5 turns Bullet Mastery: Overheated |
| detrimental effect | The target has been dominated. It is unable to move and has lost 4 armor and 7 defense. Attacks from Aduressra the sandworm gain 28% damage penetration. Dominated |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 2.00 nature damage per turn and decreasing all heals received by 14%. Insidious Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Quiver | pouch of steel shots 'Issantir' (19/23, 20-24 power, 2 apr) pouch of steel shots 'Issantir' (19/23, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +7.5% Capacity: 23 On weapon hit: * Slows global speed by 8% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
| On hands | storm rough leather gloves (0 def, 1 armour) storm rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +5% lightning Changes damage: +4% lightning Talent granted: +1 Flash Powder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A cap made of leather. |
| Tool | supercharged elm totem of thorny skin [power 21] (26 cooldown) supercharged elm totem of thorny skin [power 21] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | Duathelorder the rough leather belt Duathelorder the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 16 darkness Changes damage: +3% acid / +3% darkness Physical save: +6 (+5 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
| Main armor | rejuvenating rough leather armour of fire resistance (1 def, 2 armour) rejuvenating rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +15% fire Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of leather. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| In off hand | mage-hunter's iron steamgun of power mage-hunter's iron steamgun of powerRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: * splashes acid on your target dealing 17 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 5 manaburn arcane Changes stats: +2 Wil Changes resistances penetration: +8% physical Changes damage: +8% physical Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +5 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +5% light / +5% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Tinkerer's Twinblaster Tinkerer's TwinblasterRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 On weapon hit: * splashes acid on your target dealing 18 damage and reducing their armor Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Inventory
steam generator implant (steam 4) steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 119] simple healing salve [power 119]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 119, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. natural ash totem of thorny skin [power 30] (20 cooldown)natural ash totem of thorny skin [power 30] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
The Arena (Roguelike)
Unlocked Arena mode.By Ndroell the Halfling Gunslinger level 8
2nd Mirth 122nd year of Ascendancy at 08:30 see stats
Log
Ndroell's Shoot hits Aduressra the sandworm for 20 physical, 5 physical, , 0 arcane, 16 acid (42 total damage).
Ndroell's Shoot hits Aduressra the sandworm for 23 physical, 5 physical, , 0 arcane (28 total damage).
Ndroell's Shoot hits Aduressra the sandworm for 21 physical, 5 physical, , 0 arcane (26 total damage).
Ndroell's Shoot hits Aduressra the sandworm for 37 physical, 0 arcane, , 16 acid (54 total damage).
Ndroell is confused and fails to use Shoot.
Aduressra the sandworm rushes out!
Ndroell is poisoned!
Ndroell is dazed!
Aduressra the sandworm hits Ndroell for (6 resist armour), 65 physical, (2 resist armour), 0 nature, (6 resist armour), 1 temporal, (6 resist armour), 3 nature (69 total damage).
Ndroell hits Aduressra the sandworm for 15 darkness damage.
Insidious Poison from Aduressra the sandworm hits Ndroell for (2 resist armour), 0 nature (0 total damage).
The unstable sand tunnel collapses!
Ndroell uses Flash Powder.
Aduressra the sandworm resists the blinding light!
Aduressra the sandworm uses Dominate.
Ndroell has been dominated!
Ndroell is not dazed anymore.
Aduressra the sandworm hits Ndroell for (6 resist armour), 73 physical, (2 resist armour), 0 nature, (6 resist armour), 1 temporal, (6 resist armour), 3 nature (78 total damage).
Ndroell hits Aduressra the sandworm for 15 darkness damage.
Talent Implant: Medical Injector is ready to use.
Insidious Poison from Aduressra the sandworm hits Ndroell for (2 resist armour), 0 nature (0 total damage).
The unstable sand tunnel collapses!
Ndroell uses Overheat Bullets.
Ndroell tweaks some of his bullets.
Ndroell is confused and fails to use Double Shots.
Aduressra the sandworm uses Stunning Blow.
Saving game...
